﻿
using UnityHFSM;

internal class SuccessState : State<State>
{
    private bool _end = false;
    public override void OnEnter()
    {
        GameSystem.Instance.CurrentStageIndex++;
        GameSystem.Instance.ResetCount++;
        if (_end) 
        {
            GameSystem.Instance.ChangeGameState(State.End);
        }else 
        {
            GameSystem.Instance.ChangeGameState(State.Load);
        }
        
    }
}

